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Netheril : Age of Magic

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Author Topic: Spell Changes  (Read 5695 times)

deltaTime

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Spell Changes
« on: March 20, 2018, 11:10:21 pm »
Overall Changes


A majority of spells have been renamed to match the time period.

For the purpose of hour/level spells, one hour is equal to 5 real life minutes.

Cantrips are refunded as soon as they are cast.

All spells are listed as if they were a wizard/sorcerer spell first (in regards to spell level).



Table of Contents

Spell Circle 0
Spell Circle 1
Spell Circle 2
Spell Circle 3
Spell Circle 4
Spell Circle 5
Spell Circle 6
Spell Circle 7
Spell Circle 8
Spell Circle 9


« Last Edit: March 21, 2018, 06:06:03 pm by deltaTime »

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Spell Circle 0
« Reply #1 on: March 20, 2018, 11:25:52 pm »
Spell Circle 0

Abjuration

Resistance -- General Matick’s Resistance

Conjuration

Ray of Frost -- Veridon’s Frost Ray

Acid Splash -- Primidon’s Acid Splash
Code: [Select]
Now inflicts 1d4 + 1 damage instead of d3
Divination

Enchantment

Valstiir's Arcane Mark
Code: [Select]
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Enchantment
Descriptor(s): Visual
Component(s): Verbal, Somatic
Range: Touch (Personal)
Area of Effect / Target: Single Target
Duration: Instant
Save: None
Spell Resistance: No

You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)

Daze -- Enollar’s Daze

Evocation

Light -- Brightfinger’s Light
Code: [Select]
Light now creates a ball of light that follows the spell target around. It is harmless, and will not attack anything, nor block any spells or projectiles.

Flare -- Primidon’s Flare
Electric Jolt -- Volhm’s Jolt
Code: [Select]
Now inflicts 1d4 + 1 damage instead of d3
Illusion

Necromancy

Inflict Minor Wounds
Code: [Select]
Now inflicts 1d4 + 1 damage instead of 1Dethed's Disrupt Undead
Code: [Select]
Caster Level(s): Cleric 0, Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s): Positive
Component(s): Verbal, Somatic
Range: Short (10 meters)
Area of Effect / Target: Single Target
Duration: Instant
Save: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Volhm's Touch of Fatigue
Code: [Select]
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s): Fatigue
Component(s): Verbal, Somatic
Range: Touch (Personal)
Area of Effect / Target: Single
Duration: Round/Level
Save: Fortitude Negates
Spell Resistance: Yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell’s duration. (-2 STR, -2 CON for 1 round/2 caster levels, -15% Movespeed for 1 round/caster level.)

Transmutation

Valstiir's Mage Hand
Code: [Select]
Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Transmutation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Single Target/Ground
Duration: Instant
Save: Harmless
Spell Resistance: No

You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.


Zahn's Message
Code: [Select]
Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Transmutation
Descriptor(s): Verbal
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Self
Duration: Instant
Save: Harmless
Spell Resistance: No

You can send messages back and forth with designated persons within line of sight.


Ptack's Open / Close
Code: [Select]
Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Transmutation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.
« Last Edit: March 27, 2018, 11:05:08 am by deltaTime »

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Spell Circle 1
« Reply #2 on: March 20, 2018, 11:26:55 pm »
Spell Circle 1

Abjuration

Valstiir's Alarm
Code: [Select]
Caster Level(s): Wizard / Sorcerer 1, Bard 1, Ranger 1
Innate Level: 1
School: Abjuration
Descriptor(s): Mental
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Ground
Duration: 2 Hours/Level
Save: Harmless
Spell Resistance: No

You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.
Endure Elements -- General Matick’s Endure Elements
Protection from evil -- M’dhal’s Dispel Evil
Protection from Good -- M’dhal’s Protection from Good
M'dhal's Protection from Chaos
M'dhal's Protection from Law
Shield -- General Matick’s shield
Code: [Select]
Now blocks all forms of the spell 'Magic Missile'
Ironguts -- Quantoul’s Iron Stomach

Conjuration

Grease -- Shan’s Tallow
Mage Armor -- General Matick’s Armor
Summon Creature 1 -- Lucke’s 1st Monster Summons

Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Divination

Identify -- Trebbe’s scry identify

Enchantment

Charm Person --Keonid’s Charm Human
Doom -- Keonid’s Doom
Sleep -- Efteran’s Sleep

Evocation

Lucke's Floating Disk
Code: [Select]
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Ground
Duration: Hour/Level
Save: Harmless
Spell Resistance: No

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 25 pounds of weight per caster level.
Volhm's Shocking Grasp
Code: [Select]
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature and objects
Duration: Instantaneous
Save: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.
Magic Missle -- General Matick’s Missile
Shelgarns persistent blade -- General Matick’s Persistent Blade
Ice Dagger -- Veridon’s Ice Dagger

Illusion

Color spray -- Nalevac’s Spray

Necromancy

Ray of enfeeblement -- Hamring’s Enfeeblement
Negative Energy Ray -- Volhm’s Negative Ray

Transmutation

Burning Hands -- Primidon’s Burners
Amplify -- Zahn’s Amplify
Expeditious Retreat -- Quantoul’s Boots of Escaping
Magic weapon -- Fourfinger’s Magic Weapon
« Last Edit: April 13, 2018, 12:03:31 am by deltaTime »

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Spell Circle 2
« Reply #3 on: March 20, 2018, 11:27:21 pm »
Spell Circle 2

Abjuration

Lesser Dispell Magic -- Oberon’s Lesser Dispell
Resist Elements -- General Matick’s Resist Elements


Conjuration

Valstiir's Glitterdust
Code: [Select]
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Creature and objects
Duration: 1hr/level
Save: Will negates
Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a –40 penalty on Hide checks.
Melfs acid arrow -- Primidon’s Acid Arrow
Summon Creature 2 -- Lucke’s 2nd Monster Summons

Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.Web -- Shan’s Web

Divination

See Invisibility -- Trebbe’s Scry Invisibility

Prug's Enchantment

Daze Monster
Code: [Select]
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target:
Duration:
Save: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.

Evocation

Noanar's Scorching Ray
Code: [Select]
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close 25 ft
Area of Effect / Target:
Duration: Instantaneous
Save: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.


Darkness -- Fahren’s Darkness
Combust -- Noanar’s Combustion

Flame Weapon -- Fourfinger’s Flame Weapon
Code: [Select]
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.Darkfire
Code: [Select]
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
Cloud of Bewilderment -- Tolodine’s Cloud of Confusion


Illusion

Invisibility -- Pockall’s Invisibility
Ghostly Visage -- Smolyn’s Blurring
Continual Flame -- Brightfinger's Continual Flame


Necromancy

Sadebreth's Command Undead
Code: [Select]
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close 25 ft
Area of Effect / Target: Point
Duration: 1hr/level
Save: Will negates.
Spell Resistance: Yes

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.
Sadebreth's False Life
Code: [Select]
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 1hr/level
Save: None
Spell Resistance: No

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

Ghoul Touch -- Veridon’s Chiller
Death Armor -- Volhm’s Armor


Transmutation

Bulls Strength -- Quantoul’s Strength
Cats Grace -- Quantoul’s Grace
Endurance -- Quantoul’s Endurance
Knock -- Ptack’s Knock
Eagle Splendor -- Quantoul’s Splendor
Owls Wisdom -- Quantoul’s Wisdom
Foxs cunning -- Quantoul’s Cunning
Stone Bones -- Dethed’s Stone Bones
« Last Edit: April 03, 2018, 01:05:18 am by deltaTime »

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Spell Circle 3
« Reply #4 on: March 20, 2018, 11:27:36 pm »
Spell Circle 3

Abjuration

Dispel Magic -- Oberon’s Dispell
Magic Circle against Evil -- M’dhal’s Circle against Evil
Magic Circle against Good -- M’dhal’s Circle against Good
Negative Energy Protection -- M’dhal’s Negative Energy Shield
Protection from Elements -- General Matick’s Elements Protection


Conjuration

Flame Arrow -- Primidon’s Arrow
Stinking Cloud -- Tolodine’s Stinking Cloud
Summon Creature 3 -- Lucke’s 3rd Monster Summons

Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.Divination

Clairaudience and Clairvoyance -- Zahn’s Hearing and Seeing
Find Traps -- Zahn’s Find Snares

Code: [Select]
Changed so the spell only finds traps, not disarms them as well.
Enchantment

Dominate Animal -- Prug’s Dominate Animal
Hold person -- Prug’s Hold Human

Code: [Select]
Duration changed to 1 round per 2 levels.
Evocation

Fireball -- Noanar’s Fireball
Gust of wind -- Tolodine’s gust of wind
Lightning bolt -- Volhm’s bolt
Scintillating Sphere -- Volhm’s Electric Ball


Illusion

Invisibility Sphere -- Pockall’s Wide Invisibility
Displacement -- Smolyn’s Displacement


Necromancy

Clarity -- Zahn's Clear Mind
Vampiric Touch -- Gwynn’s Vampirism
Negative energy burst -- Fjord’s Negative Energy Burst


Transmutation

Haste -- Quantoul’s fastmorph
Slow -- Quantoul’s slowmorph
Keen Edge -- General Matick’s Keen Edge
Greater magic weapon -- Fourfinger’s Enchanted Weapon

Code: [Select]
Greater Magic Weapon now does +1 (+1 for every 5 levels) for 1 turn per level. (Minimum of +2)Magic Vestment
Code: [Select]
Magic Vestment now gives +1 AC for every 4 levels, and can only be cast on self/armor. It does not affect shields.
« Last Edit: January 14, 2019, 02:54:35 am by Gmork »

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Spell Circle 4
« Reply #5 on: March 20, 2018, 11:27:51 pm »
Spell Circle 4

Abjuration

Lesser Spell Breach -- Oberon’s Lesser Spell Breach
Minor globe of invulnerability -- Trebbe’s Minor Invulnerability
Stoneskin -- M’dhal’s Stoneskin


Conjuration

Summon Creature 4 -- Lucke’s 4th Monster Summons
Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Evards Black Tentacles -- Valstiir's Black Tentacles

Divination

Enchantment

Charm Monster -- Keonid’s Charm Monster
Confusion -- Hamring’s Confusion


Evocation

Elemental Shield -- General Matick’s Elemental Shield
Wall of fire -- Noanar’s wall
Ice Storm -- Veridon’s Storm
Isaacs lesser missile storm -- General Matick’s Lesser Missile Storm


Illusion

Improved Invisibility -- Pockall’s Invisibility Plus
Phantasmal killer -- Carbury’s killer
Shadow Conjuration -- Shadow’s Conjuration


Necromancy

Contagion -- Lucke’s Contagion
Death Ward -- Trebbe’s Death Ward
Enervation -- Stoca’s feign
Fear -- Keonid’s Fear


Transmutation

Bestow Curse -- Hamring’s Curse
Polymorph self -- Quantoul’s selfmorph

« Last Edit: March 23, 2018, 07:27:47 pm by deltaTime »

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Spell Circle 5
« Reply #6 on: March 20, 2018, 11:29:22 pm »
Spell Circle 5

Abjuration

Dismissal -- Oberon’s Dismiss
Lesser Mind blank -- Kutson’s Lesser Blank
Lesser spell mantle -- M’dhal’s Lesser Spell Mantle
Energy Buffer -- General Matick’s Energy Buffer


Conjuration

Cloudkill -- Tolodine’s cloudkill
Lesser Planar Binding -- Lucke’s Planar Binding
Code: [Select]
Now summons your summon creature 2 theme creature for 24 hours. Can be used on hostile Abberations, Fey, Elementals or Outsiders to paralyze them for 2 rounds/level.Summon Creature 5 -- Lucke’s 5th Monster Summons
Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Divination

Feeblemind -- Hamring’s Feeblemind

Enchantment

Dominate Person -- Prug’s Dominate Human
Hold monster -- Prug’s hold being

Code: [Select]
Duration changed to 1 round / 2 levelsMind fog -- Veridon’s Mind Fog

Evocation

Cone of Cold -- Veridon’s cone
Firebrand -- Primidon’s Brand
Ball Lightning -- Volhm’s Ball Lightning


Illusion

Greater Shadow conjuration -- Shadow’s Conjuration

Necromancy

Animate dead -- Fjord’s Animation
Circle of Doom -- Dethed’s Circle of Doom


Transmutation
« Last Edit: November 17, 2018, 11:19:28 am by deltaTime »

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Spell Circle 6
« Reply #7 on: March 20, 2018, 11:29:39 pm »
Spell Circle 6


Abjuration

Globe of Invulnerability -- Trebbe’s Invulnerability
Greater Dispelling -- Oberon’s Greater Dispel
Greater Spell Breach -- Oberon’s Spell Breach

Conjuration

Acid Fog -- Tolodine’s Acid Cloud
Heal
Code: [Select]
Now heals for 10d20 points, or damages undead for 10d20 points - 4;Planar Binding -- Lucke’s Planar Binding
Code: [Select]
Now summons your summon creature 4 theme creature for 24 hours. Can be used on hostile Abberations, Fey, Elementals or Outsiders to paralyze them for 2 rounds/level.Summon Creature 6 -- Lucke’s 6th Monster Summons
Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Divination

True Seeing -- Smolyn’s Seer
Legend Lore -- Jarm’s saga


Enchantment

Mass Haste -- Quantoul’s Mass fastmorph

Evocation

Chain Lightning -- Volhm’s chaining
Isaacs Greater missile storm -- General Matick’s Greater Missile Storm

Code: [Select]
Now does 2d4 damage instead of 2d6 per missile. These can be blocked by the spell 'General Matick’s shield.'Bigby's Forceful Hand
Code: [Select]
Now requires a Ranged Touch Attack, in addition to a bull rush attempt of 1d20 + (7 + Primary Class Spellcasting Modifier) (Versus 1d20 + target strength + target constitution). Defaults to a modifier of + 0.
Illusion

Ethereal Visage -- Valdick’s Ethereal Form
Shades -- Shadow’s Shades


Necromancy

Circle of Death -- Dethed’s Circle of Death
Undeath to Death -- Dethed’s Undeath to Death
Harm

Code: [Select]
Now does 10d20 damage, up to a maximum of the targets hitpoints - 1d4. This spell can now be empowered.
Transmutation

Greater stoneskin -- M’dhal’s Greater Stoneskin
Tensers Transformation -- Quantoul’s Changer
Greater Eagle Splendor -- Quantoul’s Greater Splendor
Greater Owls Wisdom -- Quantoul’s Greater Wisdom
Foxs Greater cunning -- Quantoul’s Greater Cunning
Greater Bulls Strength -- Quantoul’s Greater Strength
Greater Cats Grace -- Quantoul’s Greater Grace
Greater Endurance -- Quantoul’s Greater Endurance
Flesh to Stone -- Mavin’s Flesh-Stone Transmution
Stone to flesh -- Mavin’s Stone-Flesh Transmution
« Last Edit: November 17, 2018, 09:57:05 am by deltaTime »

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Spell Circle 7
« Reply #8 on: March 20, 2018, 11:30:23 pm »
Spell Circle 7

Abjuration

Spell mantle -- M’dhal’s Spell Mantle
Banishment -- Oberon’s Banish


Conjuration

Summon Creature 7 -- Lucke’s 7th Monster Summons
Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Divination

Power word, stun -- Xanad’s Stun

Enchantment

Evocation

Delayed Blast Fireball -- Noanar’s Delayed Fireball
Prismatic spray -- Anglin’s spray
Great Thunderclap -- Xanad’s Thunderclap


Illusion

Shadow Shield -- Shadow's Shroud

Necromancy

Control Undead -- Sadebreth’s Undead Control
Finger of Death -- Dethed’s Death Finger


Transmutation
« Last Edit: March 23, 2018, 07:29:20 pm by deltaTime »

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Spell Circle 8
« Reply #9 on: March 20, 2018, 11:30:38 pm »
Spell Circle 8

Abjuration

Mind Blank -- Kutson’s Mind Blank

Conjuration

Greater planar binding -- Yong’s Truss
Code: [Select]
Now summons your summon creature 6 theme creature for 24 hours. Can be used on hostile Abberations, Fey, Elementals or Outsiders to paralyze them for 2 rounds/level.Summon Creature 8 -- Lucke’s 8th Monster Summons
Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Divination

Premonition -- Zahn’s Premonition

Enchantment

Mass charm -- Keonid’s Charm Plus

Evocation

Incendiary cloud -- Primidon’s Cloud
Sunburst -- Brightfinger's Burst of Day


Illusion

Mass Blindness and Deafness -- Keonid’s Blindness and Deafness

Necromancy

Create Greater Undead -- Sadebreth’s Create Greater Undead
Create Undead -- Sadebreth’s Create Undead
Horrid Wilting -- Dethed’s Horrid Wilting


Transmutation
« Last Edit: October 14, 2018, 04:48:42 am by deltaTime »

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Spell Circle 9
« Reply #10 on: March 20, 2018, 11:31:08 pm »
Spell Circle 9

Abjuration

Greater spell mantle -- M’dhal’s Spell Mantle

Conjuration

Gate -- Valdick’s Gate
Summon Creature 9 -- Lucke’s 9th Monster Summons

Code: [Select]
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
Divination

Power word, kill -- Xanad’s killer

Enchantment

Dominate Monster -- Prug’s Dominate Monster

Evocation

Meteor swarm -- Mavin’s Meteors

Illusion

Weird -- Trebbe’s Weird

Necromancy

Energy Drain -- Volhm’s Drain
Wail of the Banshee -- Dethed’s Banshee Wail


Transmutation

Shapechange -- Quantoul’s Shapechange
Time stop -- Chronomancer’s Time Stop
« Last Edit: March 23, 2018, 07:30:03 pm by deltaTime »